What Is It?Hide n Seek is a new modification for Skulltag by the skilled members of the development team of ChaosCore. The idea behind it was a lot like the user-controlled games of Hide n Seek played in standard LMS on Skulltag way back in the day. RosKing took this idea and presented it to Xenaero who began diligently working on subsequent releases, soon gathering a mapping team and chipping away at suitable maps for this modification. This wasn't easy as this required inventing a whole sub-genre of maps specifically for the style of play centered around Hide n Seek! After several long periods of internal development, the team has felt comfortable with a Version 1 release on which to continue to build the modification! We hope the community finds the mod enjoyable and posts feedback so we can continue to improve it!

How Does It Work?Game mode: Team Last Man StandingThere are 2 teams, Hiders and Seekers. Each team has 4 classes. Each class has their own set abilities.

Seekers have 5 minutes (or whatever time the server is set to, but we recommend 5 minutes!) to find the Hiders and kill them. In my past experience, it's best to scare the Hiders out and have set Seekers out in different places to kill them, The Seekers' classes don't have many abilities on their own, making them have to work more as a team to kill the Hiders. If they do not, it's likely the Hiders will be able to move freely about the map! Trap the Hiders and move in, or they may end up winning!

Hiders have to endure 5 long minutes of evading the ever-growing forces of the Seekers. Each of the Hider classes has their own attributes and special abilities that they must use or they will be found, and most likely, shot dead. Don't worry though, if you're a Hider, you are granted 200 Health and 200 Armor upon round start! Even still, being reckless will most likely get you killed, as Hiders have no offensive capabilities whatsoever. Outwit those golden suits with clever use of your class, and you will come out on top!

Once the time is up, all the Seekers are killed giving a point to the Hiders. Whichever team to reach the set number of round wins first wins the match. To make this easier on everyone, there's a custom timer in the bottom right hand corner of the screen displayed as you play! The best part? You can play this on any map! Although, ideally, not every map or wad works well for Hide And Seek!

What are the Classes available? What do they do?~ The backbone of the Seekers' army, the Scouter, well...Scouts! A Scouter is a solider that's sacrificed his immense options of armament in favor of a gravity-defying Self-Replenishing Jetpack, in order to find and flush out any Hiders in high up places, so that a Hunter or a Terminator in his squad can finish them off. His speed is nothing extraordinary, but with a semi-automatic Rail-Pistol and a deadly combat knife, you don't want him near you! One other thing...This guy packs a radar that will locate any moving Seekers and also detects any Vanishers within a certain radius! Hiders beware!

~ A Hunter is the stalwart of the Seeker's mighty force, and he lives up to the full title of his name. No extermination squad should be without a well-armed, fully-trained Hunter, who carries his head (and weapons) up high. A typical Hunter carries with him with a Rapid-Fire Chaingun for long-range attacks, and a powerful Combat Shotgun for getting up close and personal. He and the Scouter or the Berserker make a perfect team, striking fear into the heart of every Hider around.

~ Armed with Fragmentation Grenades and a deadly, updated Plasma Rifle, the Terminator class is second to none in firepower. This class is slower than others, but don't let him near you, or you're in for a world of hurt. Terminators can also toss their grenades into hard-to-reach areas to flush out those sneaky, elusive Hiders! Unfortunately, his jump is lower than any other class, and equal to the Hunter. Due to this, he relies on the Berserkers and Scouters in his squad to bring the Hiders to him.

~ You've always grown up hearing those stories about the soldiers losing their minds in the heart of battle, and subsequently unleashing a berserk fury on anyone nearby, right? The Seekers have too, and they know full well of the capabilities of an insane soldier. They let the Berserkers hunt down their enemies with incredible speed. But their most identifying attribute is their scream of rage as they look for any Hiders foolish enough to let themselves get caught and punched mercilessly into a bloody goo by this madman.

~ Nicknamed appropriately, the Blazer is someone who's had just too much damned caffeine. His speed is unparalleled, such that only the Seeker's Berserker is on par with the Blazer, and even still, that's no guarantee he can be caught outright! He has no other tools in his favor, so a skilled Blazer must outwit and more importantly, outrun the Seekers to find a hiding spot. You'd better have a plan to catch a Blazer if you've found him!

~ The Vanisher, perhaps the most elusive and slippery Hider of them all. He sports nothing more than a high-tech suit of armor. While that doesn't sound like much, you'd have to see it to believe it! That is, if you can see it. This Hider's suit of armor turns his whole body translucent, blending the Vanisher in with his surroundings. It goes without saying that if a skilled Vanisher found a dark spot, it'd be near impossible for a Seeker to locate him. A Vanisher has to pay special care to stay still, as movement will make him even more visible to enemies.

~ Despite his humorous name, the Rocketeer is one hell of a Hider to catch. Armed with nothing more than a No-Damage Rocket Launcher, all the Rocketeer can do is rocket jump! But that's what makes him so elusive. There's so many ways a skilled Rocketeer can escape, it takes a skilled Seeker, or a group of, to even put a bullet in him. It's hard to locate a Rocketeer once he's hidden, but harder still to catch one. On top of that, his rockets can slap Seekers around a bit.

~ The pride and joy of the Hiders, the Teleporter class is an individual who has the greatest of technology: A permanent radiation suit, and... an Automatic-Relocation Transmission Rifle. That's right, this class can use his weapon to fire an incredibly fast projectile, and where-ever it lands, it opens a dimensional rift, instantaneously relocating the operator to wherever that projectile landed. This class is perhaps the most elusive of Hiders, considering that he may be able to get to places very few can! Be careful when firing the "Teleporter Gun", though. If you fire it at an object, it will fail to teleport you. Unfortunately, you cannot teleport inside other objects, so be sure to hit a wall, floor or ceiling!

Do you have maps included with this modification?Yes, we actually do have a set of ten maps from the official team that brought you CoreCTF! However, HnS will work on any mapset just so long as you can play Team Last Man Standing on it!Here's a full list of the maps included as of the current release:

HNS01 - Underground Storage Facility (by) Dragonfly

HNS02 - Stormy Night (by) CaptJ3

HNS03 - December Everyday (by) Collision

HNS04 - Petrified City (by) HeavenWraith

HNS05 - Hell's Atrophy (by) Dragonfly

HNS06 - Hazardous Factory (by) RoS King

HNS07 - Construction Yard (by) Xaver

HNS08 - Capt.J3's City (by) CaptJ3

HNS09 - Samara (by) Amnesys

HNS10 - Strife Town (by) RoS King

So I want to make a map...What should I keep in mind?

Here's a checklist for any mappers to follow when making a Hide n Seek-oriented map.

* Skulltag Format (Doom in Doom format or Doom in Hexen format both work)* Name should be in the HNSXX scheme (HNS11, HNS12, HNS13, etc.)* Decorations allowed, any other item will be removed by LMS game mode. Barrels will also stay.* Create a start room for the Seeker team with a delayed start using whatever means you wish, giving Hiders a 10 second start to, well...hide! (You can look at the existing maps for examples)* Red Team Start = Seekers* Blue Team Start = Hiders* Be sure to include a Player 1 start and a Deathmatch start for compatibility!* Script # cannot be 100-125, or it'll conflict with the global scripts in the PK3- Script 1 open { <--- good- Script 100 open { <-- NO GOD NO WHAT ARE YOU DOING

Optional ideas for map authors to keep in mind while designing a HnS map

* Medium to Large (or Large to Huge for 16+ players) layout* A decent amount of high up spots for Rocketeer* A decent amount of hard-to-reach (But not impossible for any class! Think of an area with a window that other classes can reach by doors) spots for Teleporter* A decent amount of dark and textured areas for Vanisher* Multiple paths through different areas of level

So where's a changelog and credit information?I'm glad you asked, because all of this is kept within the PK3 itself and is updated when internal changes take place! You can find all the changelog information in the CHANGELG lump, and the credits for various resources and help given during the project's development in CREDINFO! We also have an 'Authors' screen if you wait a bit after the title screen, just like id software! For ease, I will update both the changelog and credits in the spoilers below.

Changelog as of Version 1 (08/16/10)

Version 1 (Final):* Finished a spankin' set of maps, HNS01 to HNS10, that are specifically designed for HNS play! You can still play any other map with HNS, too!* Created a new method for the Vanisher fading that doesn't involve A_FadeOut, which seemed to be the cause of the crashes.* Dying, respawning and then jetpacking as a Scouter no longer 'resurrects' your corpse.* Fine-tuned the Rocketeer's rockets to behave closer to the Doom rockets.* Tweaked the Hunter's shotgun to be slightly more powerful but with longer firing delay.* Buffed the Vanisher's fade slightly while also reducing the radius of the Radar, balancing the relationship between the two.* Adjusted the jump heights for various classes.* Reduced the Rocketeer's total rockets to 25.* Fixed an exploit in the Berserker scream where a player could press attack and the scream would not trigger.* Fixed several potential expoits in the Berserker and Vanisher coding that could be triggered by toggling cl_run.* Added an option in the controls menu to let you switch between the new Berserker scream and the old one.* All the classes now have satsifactory crouching sprites, allowing crouching to be used in any map. (TODO: Vanisher, Teleporter, Terminator (both weapons), Scouter (both weapons))* Implemented sprites for the Seeker classes that show their currently equipped weapon. (TODO: Scouter Knife, Terminator Grenade)

Version 1 (Core 2):* Made several big scripts clientside so hopefully we won't have crashes out the ass anymore.* Added an option in the controls menu to bind a key to a dummy mod-specific CVAR (cl_showradar) to allow users to toggle the radar on and off.* Fixed aspect ratio positioning of Scouter's Radar in an online setting.* Scouter's Radar will now not detect Hiders that are standing still, except for the Vanisher, whose cloaking field gets detected all the time.* Teleporter's gun now has significantly less firing delay, as well as the projectile being invisible and hopefully being able to maneuver through tight spaces better.* Created an incremental bar for terminator grenade throw strength and jetpack fuel.* Scouter's Jetpack has a finite amount of fuel that recharges like other ammo does.* Scouter is now 'bright' when using his Jetpack.* Made the Berserker Scream stop when standing still.* Hunter and Scouter's recharge functions improved so that multiple types of ammo (or in Scouters case, ammo + fuel) can recharge at once.* Vanisher now moves at standard Doomguy speed again.* Tweaked the Vanisher's visibility levels.* Tweaked the Scouter's Knife attack time.* Gave the Teleporter's sprites and gun sprites a fresh coat of paint.* Fixed the jetpack 'jumpiness' and made it more responsive.* Fixed the 'Infinite Jetpack'.* Done a few little graphical tweaks to the hud.* Made the hud scale correctly, well...hopefully.* Made it so player names don't display when you place the crosshair over them.

Version 1 (Core):* New HNS-only map created by HeavenWraith! This map occupies the slot HNS04 and is our first venture into mod-specific maps. Give it testing!* New graphics for the titlepic, credit screen, in-game help screen (F1), and intermission screens, including custom music!* New custom-made full-screen HUD based off the one from Ultimate Simplicity! Thank Agent Spork for his kindness! (The standard status bar has new behavior as well)* New sprites and sounds for many weapons, featuring new designs as well as smoother animation.* Along with the new HUD comes a brand new tool, the Team Radar! This is exclusive to the Scouter, and lets him briefly locate within a short radius where both teammates and enemies are.* Scouter is given a jetpack instead an abnormally high jump. No altfire shenanigans here, simply hit jump button again while at the peak of your normal jump!* Additional and better optimized gore effects for those who love gibs. (Who doesn't?!)* Rocketeer, Scouter and Terminator have new sprites.* Rocketeer's rocket explosions can now push away Seekers.* Teleporter now only loses a Teleport Charge (read: ammo) if the teleportation was successful.* Blazer now has a turbosphere-esque fade when he moves.* Buffed Vanisher's invisibility slightly at the cost of speed, as well as added a fade that appears when he walks, making him significantly more visible as he moves.* Berserker, along with having a much cooler animation for his...Ahem, berserkering, now attacks at a faster rate, and it's easier to time his punches. He also um, screams louder.* Scouter's Knife has been completely revamped and redone.* Scouter's Pistol has been modified to become a Rail Pistol. Rail Pistol features a low damage railgun shot that helps teammates identify where he is firing to locate Hiders.* Removed the Scouter's light amplification goggles in favor of his Team Radar advantage.* Rocketeer now gains more momentum when rocket jumping.* Terminator's Grenade now explodes after three bounces, bounces on water, and can hurt the Terminator.* Teleporter Projectile now explodes when it hits the sky, teleporting the player, as well as some tweaks to hopefully make it more reliable.* Teleporter now has a permanent radiation suit.* Improved method of ammo and health regeneration.* Improved footstep collision detection.* The timer is even more flexible than before, processing floating value timelimits, instead of only integers.~ For this reason, you may add '.18' on the end of your timelimit value, as is recommended to compensate for the 10 second delay in the official maps.* Removed anti-cheating scripts, mostly because I am tired of changing clients' settings. Instead, server owners will have to rely on some CVARs to dictate exactly what settings must be maintained. Recommended server settings as of Version 1:~ SV_UseTeamStartsInDM 1~ SV_ForceAlpha 1~ SV_ForceGLDefaults 1~ SV_NoCrouch 1

Beta 8:* Health Regen now correctly displays the right health information in an online setting* Footstep effect now is heard correctly online* Tuned the anti-cheat script to further hinder those who wanna be retarded and not play the mod the way it should be* Fixed a bug that would make the vanisher less transparent every time he stood still* Increased vertical spread by 100% and horizontal spread by 15% on Hunter's Shotgun* Increased damage of Hunter's Chaingun by 33%* Increased damage of Scout's Knife by 15%

Beta 7:* Gib effects now decay at a faster rate, but STOP CHOOSING MAPS WITH 4 SPAWNS FOR FUCKS SAKE (There will be an Enhanced Gore addon patch later!)* Method of hacking the Vanisher's display of translucency now prevented. Nice try.

Beta 6:* Added CHANGELG and CREDINFO lumps to the pk3!* New graphics for the status bar!* New blood, gore, bullet and other effects!* All Seeker classes except Berserker have movement sounds, like footsteps and liquid splashes* Gave minor health regen to all classes, 2hp every second while standing still up to 50hp* Gave green armor to all Seeker classes* Gave the Scouter a pair of Light Amplification Goggles on spawn, lasts 2 minutes* Rocketeer now has 50 rockets, regens 5 rockets per second per standing still* Altered invisibility type of Vanisher class, instead of Translucent it is now Additive* Fixed radius damage of Terminator's Grenades* Increased damage of Terminator's Grenades by 50%* Increased speed of Blazer's movement by 10%, making it the fastest class* Increased speed of Teleporter class to normal speed* Increased Teleporter Gun projectile speed by 100%* Increased maximum Teleporter Gun ammo from 3 to 4* Increased Plasma Rifle projectile speed by 60%* Tightened Plasma Rifle spread by 50%

Beta 5:* Reduced damage of Scout's Knife and Pistol by 20%* Reduced ammo usage of Scout's pistol from 4 bullets per shot to 2* Reduced max ammo of Terminator's Grenades to from 50 to 30* Increased damage of Terminator's Plasma Rifle by 25%* Added obituary for being killed by a Berserker

Beta 4:* Brief descriptions of classes to appear when you are playing as a class, to help new players who haven't read the first post* Methods to eliminate cheating for finding Vanisher players unfairly* Updated Timer to fix a glitch where the Timer would refuse to display* Blazer and Vanisher now have a fist graphic so players can tell which class they're playing as better* Teleporter's Teleporter Gun now recharges faster* Terminator's Plasma Rifle now uses less ammo and recharges quicker* Terminator's Grenades now do not go through solid walls* Assigned team starts for Hiders (Blue Team Start) and Seekers (Red Team Start) for future maps* Chat bubble and console icon removed to better conceal talking Hiders

Beta 3:* A new, updated timer that also displays color in the numbers to better help players realize just how much time is left* Hunter's Shotgun and Chaingun do more damage in exchange for more spread* Terminator's Grenades and Plasma Rifle do more damage* Hunter and Terminator now move faster* Jump heights corrected on all classes* Scout's Combat Knife now slices at a faster rate at a sacrifice of some damage, but does more damage overall* Scout's Pistol now does slightly less damage but is more accurate

Beta 2:* Released to the public!* Teleporter given a fully-working, netplay-compatible Teleport Gun* Sprite changes to Hunter, Scout, Terminator, Rocketeer and Teleporter to reflect new changes* Terminator given a spread-fire Plasma Rifle and Fragmentation Grenades that player can adjust throw speed* Hunter given a Shotgun and Chaingun* Scouter given a Knife and Pistol* Chaingunner renamed to Scouter* Shotgunner renamed to Hunter* Plasma Marine renamed to Terminator* Speedy renamed to Blazer* Rocket Jumper renamed to Rocketeer* Invisibility renamed to Vanisher* Berserker given a scream sound when moving

Beta 1:* Internal project started (NOTE FROM XEN: I dont know what to put here since I only got the project at this stage)

Credits as of Version 1 (08/16/10)

* RoS King for conceptualizing and starting the idea that turned into the project!* Xenaero for doing lots of nothing! (Everything not listed in the rest of the credits :3)* Torr Samaho for adding features into Skulltag that help make Hide and Seek a better mod to play, overall!* RoS King, Dragonfly, CaptJ3, HeavenWraith, Collision, Xaver, and Amnesys for fashioning the maps!* Wartorn for keeping a testing serv for us to work our development builds on!* ChaosCore Team for testing! Thank you, um, everyone for additional testing and developmental input!* Agent Spork for his consent in letting us use his Ultimate Simplicity HUD as a base for what you see here. Thanks, bro. * Blood for the shotgun SFX. Play the game, it owns!* I forgot who to credit for the grenade and knife stuff. FUCK! It's all on Tormentor's Armory. I know the explosion is from Duke3d though! ~Xen* Perkristian for crisp, updated sounds and smoother weapon animations!* Doom 3 for some cool player-related sounds.* Mechadon, StrikerMan780, Hidon and the rest of the IGPack, as well as the Sabbat Martyr teams for some gib coding and sprites, as well as zer0 for the blood effect coding!* Nash for Nashgore, of which the bulletpuff effect and the some of the gib stuff came from. Mmm, tasty gibs.* Cutmanmike and SnowKate709 for the base coding for the Teleporter Gun, Xenaero for customizing and perfecting it for netplay.* Cutmanmike for helping Xen with ammo recharge scripts.* HeavenWraith for scripting help including the timer and core workings of the project.* Tormentor667 for providing the weapons database on his website, Realm667, and thus contributing to Hide And Seek.* Additional credits to Team RTC3057, Jimmy, WildWeasel, Enjay, Nash, and others (It's hard to remember everyone involved!) for all of other cool stuff and effects that helped made this mod prettier!

Remember, if you'd like to use something in this mod for your own, be sure to consult this list to know who to ask! All resources were obtained with the original author's permission.

Alright, so I'm a server host and want to throw this baby up. What do I need to know?

Lots of words here explaining complicated stuff for servie hosties

Well, first you know our maplist is from HNS01 to HNS10, so that's 10 maps to add to your maplist if you wish to use them.Second, I want to explain a little Timelimit trickery. We've been basing everything around a 5 minute timelimit for our maps and gameplay in general, so generally, 5 minutes is a good way to go unless you got some really small maps. BUT!

We use "timelimit 5.19", because the extra .19 in there gives 10 seconds on the clock, allowing for the 10 second head start and the delay in actual game time, so when that Seeker door opens, it's at an even 5 minutes. Obviously, you can do 5 or 5.19 or whatever you really want, but that is the official recommendation. I doubt an extra 10 seconds in non-HNS map gameplay will matter all too much!

On top of that, there are some flags that absolutely must be forced for game balance reasons. We don't want people turning off alpha or anything like that.

These flags are "SV_UseTeamStartsInDM 1", "SV_ForceAlpha 1", and "SV_ForceGLDefaults 1". It is also the server's call if you want to disable crouching, although plenty of HNS maps have crouching-capable spots if it is left enabled. SV_UseTeamStartsInDM is particularly important because we use team starts to sort Seekers and Hiders in the official maps, and it carries no impact in maps with no team starts.

Here's a quick copy and paste from a server config. Feel free to change your DMflags and whatever else however you see fit, it's only a template, although I would recommend keeping the compatflags and compatflags2 intact, as some wonky stuff has happened without air control and button input enabled:

I still think Berserkers don't punch fast enough or something. If I run straight into a Hider that I'm chasing, even while holding down the fire button, there's a good chance that I won't be able to kill the Hider. In fact, running straight into a Berserker is safer than running straight into any other Seeker as long as you move past them fast enough.

Damn, the Canadian Bacon serv was packed for hours. At some points I even had trouble getting back into the server because all the slots were filled!

Triple S wrote:

I still think Berserkers don't punch fast enough or something. If I run straight into a Hider that I'm chasing, even while holding down the fire button, there's a good chance that I won't be able to kill the Hider. In fact, running straight into a Berserker is safer than running straight into any other Seeker as long as you move past them fast enough.

In my personal playing experience I find it much easier to time to punches than to hold down M1.

ConflagratedCanine wrote:

This is exciting!Let's just hope AoW2 doesn't ruin it.

I don't see how it would! These are two vastly different team based mods.

In my personal playing experience I find it much easier to time to punches than to hold down M1.

I've tried that too. The punching could be made faster, but semi-automatic. At the moment a Hider has to be in front of me for around a full second before I'm able to hit them. I say "around a full second" because it seemed about that long when I sat punching a Hider who was trapped between a Scout, sign-post, wall and me.

These new levels look pimp! I can't wait to try em out. Although I do miss playing these on classic Doom 2 levels. People got really creative with their hiding spots on those old maps, it was pretty interesting.

I've probably mentioned this before in another thread, but I wish there were a way to force a certain scaling factor in SBARINFO. Because I hate having to toggle hud_scale every time i play this wad, even though i like the wad and play it often ... :/

Ah well. A great mod, anyhow. The maps are good too. My faves are CaptJ3's City and Sahara.